|
Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
|
February 23rd, 2008, 02:28 Posted By: wraggster
New from the GP2XStore
We now offer some very high quality cases manufactured by XO Works. The cases are made out of leather and fits the Nintendo DS Lite perfectly. Its a very stylish case and you can buy one for only $24.99.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 23rd, 2008, 02:17 Posted By: wraggster
Shash has posted more WIP News of his work on his DS Emulator for Windows:
I've not worked much on desmume lately. I really like low level coding, but I prefer graphics coding, and that's what I've mostly been doing the past 14 years. I still work on desmume from time to time, but it's not my only open project as of now.
But that's not what I want to talk about today, I want to give an example of how I fixed a certain issue on desmume, and the whole process that lead to fixing the bug: usually involves hell a lot of work to fix small bugs. It's strange to fix major problems with little work, or at least that's what I'm used to. Well, let's get to the good stuff.
Recently, NHervé (from ngemu forums) asked if distributing desmume "mods" was ok. The answer was simple: desmume is GPL, an thus, distributing modified versions is ok, as long as full source code is provided for the modified version. After that, he did the first mod. He is quite focused on fixing New Super Mario Bros. To get it ingame, emulating the GFX FIFO irq is needed, which official version doesn't support. Anyway, there was (at least), another bug: when starting mini-games (on main menu), desmume froze. That's what I'll talk about today, how I fixed that freeze. Let me clear up, that blog entry is a readable version of a what I explained in this thread.
The first thing I usually do is double-check where it freezes, obvious, but needed. I've seen plenty of people fixing "bugs" without even checking the exact reason, and it's losing time. First thing I saw, is that it jumped to 0x00000000, and there wasn't anything resembling code: basically it was all zeros. That jump could be on purpose, or the reason of the freeze. I assumed that it was meant to jump there, as I had to pick an option, and both were possible. So assuming than that memory region wasn't being initialized properly, I thought that it was some DMA failing, but after a quick peek at the DS available documentation, I saw that on that region resides the ITCM, which (explained in a simple way) is basically a small area of memory (32kb), where code is executed faster. On the DS, you can't DMA to the ITCM, so that couldn't be the failure. Next step was a bit more hard, and involved reading a bit more on how the internals of the DS work.
As I didn't knew how the ITCM worked, I spent some time reading about it. The most interesting bit, is that by setting it's virtual size (up to 32MB) bigger to it's physical size (32kb), it'll mirror it's contents from 0x00000000 to the virtual size. I guessed New Super Mario Bros was abusing that, by writing somewhere in the virtual memory area of the ITCM, and then reading from 0x00000000, which would be perfectly working code on the DS. I checked if it set the virtual size of the ITCM bigger than the physical size, and seeing that on boot it's set to 32MB by the game, I quickly hacked mirroring. Even with that, the first routine residing on 0x00000000 would freeze too: when called, the return address was set to 0x00000000 too, so when it tried to return to the calling routine, it jumped to itself. Forever.
I started to think that the fault was not on ITCM handling (even if desmume's current implementation is technically wrong as of now), but on the calling routine. After debugging it for a few minutes, one thing was clear: it was reading from uninitialized memory, and that's why it jumped to 0x00000000. Hell, even all the register were set to 0x00000000 due to reading from memory not initialized, which was rather fishy. To make a long story short, I compared that memory region with two other DS emulators, and it was clear that desmume was not copying data there for some reason. First, I assumed that the DTCM (again, a 16kb memory where data is read faster than from main memory) mirroring was the culprit. I was wrong again. I thought that I was really missing something obvious.
I went back to the available documentation, and searched for the address of memory that the game was reading from before jumping to 0x00000000, to be exact, 0x027FFE00 (plus some offsets on the various reads), et voila, it was simpler than I expected: on boot, the DS copies the game card header there. Quickly checked if desmume was copying it too, and saw that it just copied the header partially. I implemented simple copy loop in a minute and I got the mini-games to work. In the end, it was WAY simpler than I expected :/
Still the mini-games have some problems with the sprites looking bad, but that is another task I'll might talk about another day. Oh, and I committed a few fixes (including this one) to the official CVS, just in case anyone wants to check it out. A few screenshots, as usual:
http://shashemudev.blogspot.com/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 23rd, 2008, 02:08 Posted By: wraggster
Yesterday's matte black limited-edition DS has been superseded by a Louie Vouie-esque design from cult Japanese fashion line Bathing Ape. Available in either white or a rather dingy gold, the case is stamped with Mario and Bape faces, with the Mario star thrown in for good measure. Available in Japan from April 1, expect this to sell out pronto.
http://gizmodo.com/359530/limited+ed...ite-a-caselift
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 23rd, 2008, 02:02 Posted By: wraggster
Following the presentation about Final Fantasy Crystal Chronicles: My Life as a King, an attendee asked the speakers, producer Toshiro Tsuchida and lead programmer Fumiaki Shiraishi, the question that most Wii Final Fantasy fans have had on their minds: does the new Wii Ware project mean the end of the retail Crystal Chronicles game, The Crystal Bearers?
The Square Enix staffers demurred in response to this question, saying only that we should "wait for a press release" to tell us about that situation. Does that mean that The Crystal Bearers is definitely canceled for real? No, just that those two developers wisely didn't want to reveal Square Enix's internal plans. Still, it's not terribly encouraging, given rumors of its shaky status.
http://www.joystiq.com/2008/02/22/gd...ystal-bearers/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 23rd, 2008, 02:01 Posted By: wraggster
After developing Contra 4 (the first 'real' series sequel since, um, Contra III), you'd think WayForward would be fine leaving behind the memory of its sassy, half-genie Shantae. Alas, it's just too damn hard to let go of the ones who got away (that Shantae sequel never did make it to GBA, did it?). WayForward founder Voldi Way told Siliconera that a long-awaited Shantae follow-up is being considered for Wii. When asked if WiiWare was a possible means for distribution, Way replied, "That's the plan."
http://www.joystiq.com/2008/02/22/gd...d-for-wiiware/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 23rd, 2008, 01:57 Posted By: wraggster
At a surprisingly sparsely attended Friday morning session (relatively speaking), Masahiro Sakurai detailed the development processes behind upcoming super smash hit, Super Smash Bros. Brawl. First, he apologized for the game's North American delay, saying "Reggie said he would make a whole lot of extra copies to make up for that." Well, thanks ... we guess?
First, he explained the construction of the team, saying they were "structured like mercenary horde." Since Sakurai works as a freelance designer (his company is really just two employees, including himself) he assembled the 100+ person team for Smash for this project, and not everyone was full-time. Moving onto the most obvious topic: character selection. With Smash's extensive roster, Sakurai said most of the characters were "finalized in planning documents" before production even began. One of the few exceptions was Sonic, says Sakurai. "To tell you the truth, the decision to include Sonic was not made until 2007." Apparently, even some Nintendo characters could not be included because of "rights issues" -- we're not sure which characters he may be referring to.
http://www.joystiq.com/2008/02/22/gd...l-development/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 23rd, 2008, 01:56 Posted By: wraggster
Nintendo's Takashi Aoyama took the stage this morning in front of an enormous crowd to talk about the development of the Wii Menu interface, and the concurrent development of the system's features. The major news at this presentation is branding and confirmation of some pay content online (including, possibly, fee-based online play), video of a WiiWare game, and confirmation that the Everybody's Nintendo Channel (which offers videos, screenshots, and also DS demo downloads) is still planned for release in the U.S. and Europe for an unspecified time. Unfortunately, photography was not allowed, so here's a screen of the highlighted WiiWare game from developer Frontier's homepage.
The WiiWare game is called LostWinds and is a side-scroller controlled by the Nunchuk. The Wiimote pointer controls gusts of wind that can affect the character, enemies, and onscreen items. The visual style is very green and sort of Crystal-Chronicles-like. No information about release date or cost was given, but a video was shown.
The Everybody's Nintendo Channel "assists in finding software suited to the user's unique taste and/or play style" by allowing people who have played games for at least an hour to vote, and also providing information, screens, and videos about new games. This information will also be available with WiiWare. Aoyama said that the service is indeed planned for the U.S. and Europe, but didn't say when. He demonstrated the channel with a video showing a Wii Fit trailer.
The Nintendo Wi-Fi Connection "Pay&Play" content will include games that are not free to play online. The icon is the same, but orange and surrounded with a rectangle with a "Pay&Play" label. This content would use Wii Points and would include both WiiWare and disc games. No specifics (of course!) but Guitar Hero III DLC seems like a possibility.
http://www.joystiq.com/2008/02/22/gd...wii-menu-talk/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 22nd, 2008, 23:51 Posted By: JKKDARK
New build of the Game Boy, Game Boy Color and Game Boy Advance emulator for Windows.
Changelog:
Main changes are in the GBA core. More specifically the ARM, THUMB, and GFX cores. The cores have been optimized some more, especially the graphics.
Download and give feedback via comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 22nd, 2008, 23:05 Posted By: JKKDARK
This is what Richard42, the author, said:
Hello N64 fans. Now that v1.2 is out, and the major contribution that I wanted to make is done (64-bit dynamic recompiler), I wanted to start a thread here to discuss the future of this emulator project a little bit.
First, the potential new features. Günther has done some great work in porting the Glide64-wonder-plus video plugin to amd64. This is very valuable in adding a 3rd video output option (and a very good one) to the project, so I'll integrate this. I played with it a bit today and it shouldn't take too much work.
Another thing is OSX/PPC integration. I looked over the ported code in lamer0's repository, and I while I didn't check it out in depth, it looked like sort of a mess at first glance. Since I don't actually own a Mac, there's no way I can make this work by myself. If a developer (preferred) or tester who has a PPC mac and/or an x86 mac would step forward, then we could tackle this as well.
A couple of the other developers who have recently submitted code have also expressed a desire for their own new features, so there may be other changes and additions as well.
Finally, I would like to solicit ideas for a new project name. There are 2 main reasons for this. For one thing, a lot of people read the name "Mupen64-amd64" and don't realize that the project is backwards-compatible and still runs on 32-bit machines as well. Secondly, the project is growing to encompass more than just Mupen64: it also includes Rice Video and soon the Glide64 plugins. So it would be nice to have a new inclusive name for the project. Some possible things to consider:
* The project is multi-platform, but it's really geared towards Unix. I tried not to do anything to break Win32 compatibility, but since no-one is testing and building on this platform, it's probably becoming less compatible.
* The thing that really sets this project apart from all other N64 emulators is native support for 64-bit (AMD64/EMT64) processors. But it builds and runs under 32-bit as well.
* The name can be anything - it doesn't have to include "Mupen64" or "Rice Video" or anything like that. When I make releases I'll pay proper tribute to these projects, but it's really a collection and extension of these other projects.
So, I'd like to hear ideas from you. Anybody got a good idea for a cool name for a unix N64 emulator compilation?
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 22nd, 2008, 23:03 Posted By: JKKDARK
This is an unofficial update to the original RDB included with Project64 v1.6
Info:
This is just an update to fix a couple known issues with some games, and add a couple of games that hadn't yet been Added.
Changes are.
Fixed Mario Tennis U and J slowness.
Fixed Mario Tennis isn't stretched to window issue.
Added Missing Legend of Zelda (GC Bonus disk version).
theres quite probably a few more changes but i never documented them down at the time.
Download here and give feedback via comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 22nd, 2008, 23:01 Posted By: JKKDARK
This is what the author said:
i saw ppl were asking how to get the rumble and both triggers working on the 360 controllers, so today i downloaded the DXSDK, learned XInput, and made this simple input plugin.
holy crap XInput is SO easy to program, I cant believe that MS could make something work so well, if only the controllers were bluetooth and i didnt have to have this stupid $30 dongle plugged in. lol
right now there is no configuration, next version will have that, but i think i got the controls set pretty good for now.
A = A and Y
B = B and X
C Buttons = Right Analog
Z Trigger = LT
R Trigger = RT
L Trigger = LB
Supports 4 Xbox 360 Controllers Wired or Wireless with Default Microsoft Drivers
Rumble and Both Triggers work separately
Download here and give feedback via comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 22nd, 2008, 22:56 Posted By: JKKDARK
Info:
We've been really busy the past few months on Mupen64 development - I've put many hours into a fully-native 64-bit dynamic recompiler, NMN has written a new ROM browser, and DarkJezter added LIRC support for the NOGUI build. There are also a bunch of bug fixes from DarkJezter, Ebenblues, Günther, and myself. Thanks to the whole team for your effort!
As usual, there are links for both 32-bit and 64-bit binaries and individual source packages for RiceVideoLinux and Mupen64-amd64.
The major changes are:
Mupen64-amd64:
- New feature: Dynamic Recompiler for 64-bit
- New feature: New ROM Browser for Mupen64 GUI build
- New feature: LIRC remote control integration for NOGUI build
- Added R4300 profiling features
- TLB Optimization / bugfix
- Bugfix: memory leaks in mupenIniApi.c
- Bugfix: corrupted filenames being saved to disk for mupen64.ini
- Bugfix: crash in jttl_audio
- Bugfix: crash when running game from gui after first time
- Bugfix: spurious noise blip when running game from gui after first time
RiceVideoLinux:
- Bugfix: Texture dumping now works
Mupen64amd64-RiceVideoLinux-1-2-bin-32.zip
Mupen64amd64-RiceVideoLinux-1-2-bin-64.zip
Mupen64-amd64-1-2-src.zip
RiceVideoLinux-1-2-src.zip
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 22nd, 2008, 20:29 Posted By: wraggster
Software update for G6/M3 flash cart owners:
1. Virtual CLEAN ROM drive F-Real system upgrades (new six kinds of intelligent judge rules), to further improve the compatibility and stability of the game;
2. That "0346 - days of Mojing 2 DS (Japan)," Dead of titles, the game can now be normal operation;
3. That "1566 - DS knowledge Korea (South Korea)" NDSL running on the mainframe topic is always the same, the game can now be normal random topics;
4. That "1837 - Lost in the big blue island secret! (Japan)" in the caves of the Dead, the game can now be normal operation;
5. Resolved "1946 - Mario & Suonike in the Beijing Olympic Games ()" can not be soft reset problem can now use the soft reset normal game;
6. Resolved "1969 - Mario & Suonike in the Beijing Olympic Games (United States)" can not be soft reset problem can now use the soft reset normal game;
7. Resolved "1979 - survival game The Sims 2 ()" can not be soft reset problem can now use the soft reset normal game;
8. Resolved "1986 - Super Lite 2500 thrilling collision balls ()" can not be soft reset problem can now use the soft reset normal game;
9. Resolved "1993 - fantasy wizard Bang, You're Dead (the United States)" can not be soft reset problem can now use the soft reset normal game;
10. Resolved "1997 - Mario & Suonike in the Beijing Olympic Games (EU)" can not be soft reset problem can now use the soft reset normal game;
11. Resolved "2000 - dog park (the United States)" can not run the problem can now start the game;
12. Automatic Chinese name to the control of DS support to the 2037 games ROM.
http://gbatemp.net/index.php?download=1856
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 22nd, 2008, 20:26 Posted By: wraggster
via tehskeen
writeelf v1.0
by cybermind - cybermind(at)gmail.com
for Windows
Writes a specified ELF file to an SD card for use with the Twilight Hack.
Usage:
writeelf <driveletter>: <elffile> [-b]
driveletter = drive letter of the sd card reader
elffile = path to elf file you wish to write to the sd card
-b = backup existing data from the write location
If elffile is "-", it will not write anything to the SD card, and will automatically turn on backup mode.
Example:
To only write an ELF file to the drive:
writeelf j: demo.elf
To only backup data from the drive:
writeelf j: -
writeelf j: - -b
To backup data from the drive and then write a new ELF file:
writeelf j: demo.elf -b
This should not be able to write to a fixed drive, but don't try it anyway!
This will (by design) corrupt any file occupying the 16384 sectors starting
with sector 2048, so just don't leave anything important on the card.
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 22nd, 2008, 20:20 Posted By: wraggster
Remember back in the late '90s, when Square was so frustrated trying to fit their opus Final Fantasy VII onto the cartridge-based Nintendo 64 that they made their famous defection to Sony? Well, just a short decade later, China's Shenzhen Nanjing Technology Co, Ltd has apparently done what Square couldn't, squeezing the PlayStation epic onto a cartridge. And not just any cartridge .. a Famicom cartridge. How's it feel to be shown up, Square?
Of course, the conversion isn't perfect. According to a write-up from intrepid blogger CinnamonPirate (who unearthed the 2MB ROM from a Chinese blog) the polygonal graphics and cut scenes are gone, replaced with an impressively wide array of sprites, many stolen from other Final Fantasy games. The story remains surprisingly authentic, though, encompassing the entire three-disc epic while only leaving out a few optional side stories (bye bye, Yuffie and Vincent). The wide array of weapons, magic and materia from the original is a bit restricted in the port, but frankly, we're impressed that features like materia-leveling made it on to the 20+ year old hardware in any form.
The company behind the cart is apparently now primarily makes MP3 players, so our hopes for a Colecovision version of Final Fantasy XII will probably remain unfulfilled.
http://cinnamonpirate.com/blog/507/
http://www.joystiq.com/2008/02/22/fi...ally/#comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 22nd, 2008, 20:17 Posted By: wraggster
Nintendo's Wi-Fi Connection service has always been entirely free of charge, but the company will soon introduce a pay-to-play service for some games, it announced at Game Developers Conference.
"Nintendo Wi-Fi Connection Pay And Play" will let users subscribe on a game-by-game basis to certain titles. Nintendo project leader Takashi Aoyama announced the service at GDC, but did not say what upcoming games would require payment for the service, or how much they would cost.
To avoid customer confusion, Pay-And-Play games will have a red icon on the game's box that reads Pay And Play, in place of the traditional blue Wi-Fi Connection icon, which will only be used for games that are free to play.
This is a pretty big change for Nintendo, who has always been adamant about wanting online gameplay to be free. While this might attract more developers to the service with a new revenue stream, it also might confuse consumers -- and be a hassle if the payment system isn't easy. You'll use Wii Points to pay for the online gaming, so it should be interesting to see if this extends to the DS Lite or if it's just restricted to Wii.
http://blog.wired.com/games/2008/02/...do-to-beg.html
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 22nd, 2008, 20:17 Posted By: wraggster
Nintendo's Wi-Fi Connection service has always been entirely free of charge, but the company will soon introduce a pay-to-play service for some games, it announced at Game Developers Conference.
"Nintendo Wi-Fi Connection Pay And Play" will let users subscribe on a game-by-game basis to certain titles. Nintendo project leader Takashi Aoyama announced the service at GDC, but did not say what upcoming games would require payment for the service, or how much they would cost.
To avoid customer confusion, Pay-And-Play games will have a red icon on the game's box that reads Pay And Play, in place of the traditional blue Wi-Fi Connection icon, which will only be used for games that are free to play.
This is a pretty big change for Nintendo, who has always been adamant about wanting online gameplay to be free. While this might attract more developers to the service with a new revenue stream, it also might confuse consumers -- and be a hassle if the payment system isn't easy. You'll use Wii Points to pay for the online gaming, so it should be interesting to see if this extends to the DS Lite or if it's just restricted to Wii.
http://blog.wired.com/games/2008/02/...do-to-beg.html
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 22nd, 2008, 20:00 Posted By: wraggster
News/release from Masscat:
Flickbook is an animation toy for the Nintendo DS.
It allows you to create an animated film by drawing a series of frames.
Flickbook requires a DLDI device with write support, so patch in the normal way.
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 22nd, 2008, 19:54 Posted By: wraggster
News/release from Dark Knight ez
AmplituDS v3 reached the 10,000 downloads milestone on my site!
When I first started creating the game, I never imagined this could ever happen.
To celebrate, I present to you, AmplituDS v3.1. The release of a private build I've been working on a small bit which has a couple of (minor) improvements.
For those who are not yet familiar with AmplituDS; it's a homebrew game created in the style of Amplitude for the PS2. Amplitude is a rhythm game created by the same team which started the Guitar Hero franchise and now Rock Band. Lots of fun to play. A couple of youtube movies to show off AmplituDS: SMB Remix on brutal and Lady Lucifer on insane
Improvements since v3:
Approximately twice as fast start up time.
Anti-aliasing used for 3D graphics.
The targets are not missing sections anymore.
The 'amplituds' folder does not need to be placed in the root of your media card anymore, it is searched for. Meaning you can have it as a subfolder of a "data" folder on your card for example.
Max-Media Dock users should not have to set their clock to 00:00 anymore (untested).
You can create and insert your own stage now! <blatant lie, as this feature has always been there, but I wanted to get it to people's attention. >
A tutorial for the creation and insertion of your own stage has been created by DevilSpawn and can be found here.
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 22nd, 2008, 19:48 Posted By: wraggster
Oxtob has updated his application for the Nintendo DS:
I really like the idea of the popular minigame Crayon Physics: You draw an object on the screen and it instantly becomes physical and interacts with other objects. The first thing that sprung to my mind when seeing it was "This would be awesome on the DS!" And Pocket Physics is what I came up with after two weeks. It isn't really a game, but more of a physical construction kit for your pocket. You can design scenes freely by drawing things with the stylus. Things can be solid, like ramps and floors, or dynamic, like balls or boxes. Like in The Incredible Machine, you can reset the scene, change it, and start the simulation again. It's even more fun if you have a DS Motion, which can be used to control gravity!
v0.5 (2008-02-22)
Added the moving tool
Improved speed (different timing, inactive objects fall asleep)
Better repeatability
sketches are now stored in /data/pocketphysics/sketches by default
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
« prev 
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
next » |
|
|